MODULE 2 CHAPTER 3 & 4.pptx

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USER INTERFACE AND USER EXPERIENCE(UI/U X) Mr Arun P Assistant Professor Department of Computer Science & Engineering Department of Computer Science & Engineering www.cambri...

USER INTERFACE AND USER EXPERIENCE(UI/U X) Mr Arun P Assistant Professor Department of Computer Science & Engineering Department of Computer Science & Engineering www.cambridge.ed u.in MODULE 2 - SYLLABUS Design Thinking, Ideation, and Sketching: Design Thinking, Design Perspectives, User Personas,Ideation, Sketching. Mental Models and Conceptual Design: Storyboards, Design influencing user behavior. CHAPTER 3 & CHAPTER 4 DESIGN THINKING,IDEATION AND SKETCHING DESIGN THINKING The entire field of system development uses the term “design” in a very broad sense, often connecting the entire lifecycle process. People refer to the “system design lifecycle” or “the interaction design process.” “design” is also used narrowly to refer to the creative human activity by which new ideas are synthesized and put together to make up parts of an interaction design DEVELOPMENT OR DEVELOP The terms “develop” and “development” for the entire lifecycle process, calling it a “development lifecycle process.” However, “develop,” “development,” and “developer” are terms used almost universally to denote software engineering concepts tied strongly to programming and coding. DESIGN PERSPECTIVES Design representations to guide thinking, scoping, discussing, and doing design.  Ecological Perspective.  Interaction Perspective.  Emotional Perspective. ECOLOGICAL PERSPECTIVE  The ecological design perspective is about how the system or product works within its external environment.  It is about how the system or product is used in its context and how the system or product interacts or communicates with its environment in the process. This is a work role and workflow view, which includes social interaction and long- term phenomenological aspects of usage as part of one’s lifestyle INTERACTION PERSPECTIVE The interaction design perspective is about how users operate the system or product. It is a task and intention view, where user and system come together. It is where users look at displays and manipulate controls, doing sensory, cognitive, and physical actions. EMOTIONAL PERSPECTIVE The interaction design perspective is about how users operate the system or product. It is a task and intention view, where user and system come together. It is where users look at displays and manipulate controls, doing sensory, cognitive, and physical actions. USER PERSONAS A persona is not an actual user, but a pretend user or a “hypothetical archetype” A persona represents a specific person in a specific work role and sub- role, with specific user class characteristics. Built up from contextual data, a persona is a story and description of a specific individual who has a name,a life, and a personality. IDEATION Ideation is an active, fast-moving collaborative group process for forming ideas for design. It is an activity that goes with design thinking; you might say that ideation is a tool of design thinking; ideation is applied design thinking. SKETCHING  Sketching is the rapid creation of freehand drawings expressing preliminary design ideas, focusing on concepts rather than details After design exploration is done and you want a 3D design representation to show clients, customers, and implementers, there are services to produce finished-looking MENTAL MODEL & CONCEPTUAL MODEL  “A mental model is an explanation of someone’s thought process about how something works in the real world.”  The conceptual design as it is manifest in the system is an implementation of this mapping and can be flawed or incomplete.  A flawed conceptual design leads to a mismatch in the user’s mental model USE CASE OF CONCEPTUAL MODEL Part of a conceptual design for the Ticket Kiosk System in the interaction perspective. STORYBOARDS A storyboard is a sequence of visual “frames” illustrating the interplay between a user and an envisioned system. Storyboards bring the design to life in graphical “clips,” freeze-frame sketches of stories of how people will work with the system. STORYBOARDS Storyboards for representing interaction sequence designs are like visual scenario sketches, envisioned interaction design solutions. A storyboard might be thought of as a “comic-book” style illustration of a scenario, with actors, screens, interaction, and dialogue showing sequences of flow from frame to frame. USE CASE STUDY OF STORYBOARDS DESIGN INFLUENCING USER BEHAVIOR  “Slanty design is an approach that extends user-centered design by focusing on the things people should (and should not) be able to do with the product(s) behind the design.”  Design is a conversation between designers and users about both desired and undesired usage outcomes. But user-centered design, for example, using contextual inquiry and analysis, is grounded in the user’s current

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